Are Caves new games using a graphic filter?

The place for all discussion on gaming hardware
Post Reply
neorichieb1971
Posts: 7882
Joined: Wed Jan 26, 2005 1:28 am
Location: Bedford, UK
Contact:

Are Caves new games using a graphic filter?

Post by neorichieb1971 »

If I put something like Galaga 88 on my New astro it seems very very sharp.

Now i've got mushimesama on it, it seems just a tad blurrier no matter the settings. It seems to be the same difference between old school SNES games and Donkey Kong Country. Or perhaps its caused by the colour pallette or complexity of the game.

Maybe its because of scaling or new techniques. Its certainly not as bad as the PS2 port.

Its running fine, I have no complaints as such.. I just feel G88 looks crisper with its bold sprites against a black background. Mushi looks in a way, just a tad soft.
This industry has become 2 dimensional as it transcended into a 3D world.
User avatar
Fudoh
Posts: 13040
Joined: Mon Mar 06, 2006 3:29 am
Location: Germany
Contact:

Re: Are Caves new games using a graphic filter?

Post by Fudoh »

DKC and Mushihimesama use rendered sprites instead of hand drawn ones. The rendering causes color-anti-aliasing on the edges which make the sprites appear softer than hand drawn ones.
User avatar
emphatic
Posts: 7984
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Are Caves new games using a graphic filter?

Post by emphatic »

neorichieb1971 wrote:If I put something like Galaga 88 on my New astro it seems very very sharp.

Now i've got mushimesama on it, it seems just a tad blurrier no matter the settings. It seems to be the same difference between old school SNES games and Donkey Kong Country. Or perhaps its caused by the colour pallette or complexity of the game.

Maybe its because of scaling or new techniques. Its certainly not as bad as the PS2 port.

Its running fine, I have no complaints as such.. I just feel G88 looks crisper with its bold sprites against a black background. Mushi looks in a way, just a tad soft.
Pull up a test grid in Mushihimesama and see if that looks crisp. If not, you might need to adjust your Focus on the flyback (that black block on your monitor chassis. These cabinets aren't made for home consumers, so adjusting the screen every time you switch from one PCB to another is necessary.
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
THE
Posts: 403
Joined: Fri Aug 17, 2007 9:00 am
Location: Germany

Re: Are Caves new games using a graphic filter?

Post by THE »

The main reason for the blurryness is that SH-3 games use highcolor graphics directly imported from Photoshop. The PGM games are suffering from this to a lesser extend as they seem to use a lot less colors and have a significantly higher resolution.

Highcolor GFX in combination with lowres gives this "dirty" look. If you do pixel art by hand, the artist has full control over each pixel he sets. With Photoshop the artist normally has much lower control over it, as the software does a lot of the work automatically like blending and anti aliasing.
Using Photoshop is similar like painting an oil painting with a brush. While you have control over the motif you don't have much control over small details and everything get "muddy".

Therefore the best thing Cave could do is switching to a higher resolution... and this sentence comes from someone who normally hates everything above 240p...

The last Cave game with true pixelart was Dangun Ferveron...after that they switched to cheap ass Photoshop and 3D renderings.
The future is 2D
neorichieb1971
Posts: 7882
Joined: Wed Jan 26, 2005 1:28 am
Location: Bedford, UK
Contact:

Re: Are Caves new games using a graphic filter?

Post by neorichieb1971 »

Thanks for the info guys.

I thought my eye's are playing tricks on me.
This industry has become 2 dimensional as it transcended into a 3D world.
Post Reply